Flag Football Rulebook

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Flag Football Rulebook FLAG FOOTBALL RULEBOOK TABLE OF CONTENTS I. Game … 2 II. Terminology … 3 VII. Scoring … 7 XV. Flag Pulling …14 III. Eligibility … 4 IX. Coaches … 8 XVI. Formations … 15 IV. Equipment … 5 X. Live/Dead Ball … 9 XVII. Unsportsmanlike V. Field … 5 XI. Running … 9 Conduct … 15 VI. Rosters … 6 XII. Passing …11 XVIII. Penalties … 16 VII. Timing … 6 XIII. Receiving … 11 XIV. Rushing the Passer … 12 I. Game 1. At the start of each game, both teams will meet at midfield to be inspected for mouthpieces, no pockets, no cleats and properly tucked in flag belts. Captains from both teams shall then meet for the coin toss to determine who shall start with the ball. The visiting team shall call the toss. The home team as designated on the schedule will wear the color/dark jersey with the away team wearing the white jersey. 2. The winner of the coin toss decides either: (1) whether to take first offense possession or to defend first; or (2) which endzone to defend in the first half. The loser of the coin toss gets to select whichever option the winner of the coin toss opts not to select. [Example: winner of the coin toss elects to take the first offensive possession; the loser, in that circumstance, gets to select which endzone will be defended in the first half.] Teams change sides after the first half. The team that defended first gets the ball to start the second half. 3. The offensive team takes possession of the ball at its 5-yard line and has three (3) plays to cross midfield. Once a team crosses midfield, it has three (3) plays to score a touchdown. 4. If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5-yard line. 5. If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line. 6. All possession changes, except interceptions, start on the offense’s 5-yard line. 7. XFL (15-16 Year Olds) ONLY: Each team has the option, once per game, to “go for it” on 4th down. If, after the first three downs, the ball hasn’t crossed midfield or after the second three downs, the offensive team hasn’t scored, that team has the option of 2 of 26 FLAG FOOTBALL taking an extra down. If the offensive team, on the 4th down, crosses midfield to convert to a first down or scores, or if there is an interception, play continues in accordance with the remaining rules. If, however, the offensive team is unsuccessful and there is no interception, there is a turnover on downs and the ball is placed at the 5 yard line of the team that was unable to score or cross midfield (i.e., the ball is placed within 5 yards of a touchdown for the team that takes possession of the ball.) It is important to note that, if the team attempting to convert the fourth down is ahead at the time of the conversion, the game clock will be stopped prior to the fourth down conversion. II. Terminology and Definitions • Boundary lines – the outer perimeter lines around the field. They include the sidelines, and the rear end zone lines. • Charging – the movement of the ball carrier (throughout these Rules “ball carrier” means any player in possession of the ball, including but not limited to a QB) directly at a defensive player who has established position on the field. This includes lowering the head, making contact with the defender with a shoulder, chest or forearm. • Dead Ball – the period of time immediately before or after a play. • Defense – the squad opposing the offense to prevent them from advancing the ball. • Downs (1-2-3) – the offensive squad has three attempts or “Downs” to advance the ball. They must cross the Line to Gain to get another set of downs or to score. • Flag Guarding – an act by the ball carrier to prevent a defender from pulling the ball carrier’s flags by stiff-arm, lowering elbow or head, or by blocking access to the runner’s flags with a hand or arm. Instances where a ball carrier leaps over a defender as to avoid a flag pull will also be considered as flag guarding. Not having flag belt completely tucked in or having shirt un-tucked so as to impede flag pulls will also be considered flag guarding. • Inadvertent whistle – an official’s whistle that is performed in error. • Lateral – any backwards or sideways throw or toss (overhand or underhand) of the ball by the ball carrier. It is not considered a Pass. Laterals MUST occur behind the line of scrimmage. No laterals are permitted beyond the line of scrimmage. • Line of Scrimmage (“LOS”) – an imaginary line running through the point of the football and across the width of the field. • Live Ball – the period of time that the play is in action. Generally used in regards to penalties, Live Ball Penalties are considered part of the play and must be enforced (or 3 of 26 FLAG FOOTBALL declined) before the down is considered complete. • Neutral Zone – the designated one-yard area in front of the line of scrimmage (i.e., from the front nose of the football). This will be enforced and defenders will need to align themselves properly prior to the snap of the ball. • Offense – the squad with possession of the ball. • Pass – any forward throw or toss (overhand or underhand, including by a “shovel” motion) of the ball by the ball carrier. A forward throw or toss caught in front of or behind the LOS is a Pass. • Passer – the offensive player that throws the ball who may or may not be the QB. • Rush Line – an imaginary line running across the width of the field 7 yards (into the defensive side) from the Line of Scrimmage. • Rusher – any defensive player assigned to rush across the LOS in the course of defending an offensive play. • Touchback – if a defensive player intercepts a ball in his own end zone, and the player’s flag is pulled within his own end zone (provided that the player did not exit the end zone after making the interception, it is an interception and the ball is placed at the 5- yard line. • Unsportsmanlike Conduct – rude, confrontational or offensive behavior or language, including trash talking and taunting. • Whistle – the sound made by an official using a whistle that signifies the end of the play or a stop in the action. III. Eligibility 1. A player’s age must fall within the specified age-range as of September 15th of the current year. Player’s may play “up” or “down” to a different division upon request and with the approval of the Commissioner. 2. The legal guardian or parent of a player must have completed and signed a waiver in connection with both the 78 Youth Sports and NFL Flag Football on-line registration process. IV. Equipment 4 of 26 FLAG FOOTBALL 1. The League provides each player with jerseys and flag belts, and each team with two footballs. Refs will have extra flag belts but not enough to equip a team. 2. Players are to wear sneakers, turf shoes or plastic cleats. Metal cleats are not allowed. 3. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads, and knee pads. Braces with exposed metals are not allowed. 4. Players must remove all watches and any other jewelry that the officials deem hazardous. Notwithstanding the foregoing, players are permitted to wear earrings provided that they tape over the entire earring for the entire game. 5. Official NFL FLAG jerseys must be worn during play. 6. Players’ jerseys must be tucked into the pants at all times. 7. No pants or shorts with pockets or belt loops are permitted. 8. Players on the field of play (i.e., not on the sidelines) must wear mouthpieces at all times. V. Field 1. No Run Zones are in place to prevent teams from conducting power run plays. While in the No Run Zones (a 5 yard imaginary zone before midfield and before the offensive team’s scoring end zone), teams may not run the ball across the LOS. While laterals and hand-offs are permitted as otherwise permitted in these Rules, the ball may be advanced across the LOS only by means of a Pass. Rushing the passer is permitted in No Run Zones as otherwise permitted under these Rules. 2. The boundary lines are out of bounds. 3. Each offensive squad approaches only TWO No Run Zones in each drive (one zone 5 yards from midfield to gain the first down, one zone 5 yards from the goal line to score a TD). 4. If a run play is performed in the no-run zone, the play will be called dead and resulting in a loss of down. If this occurs in the last two minutes of the half, the time will not be put back on the clock. VI. Rosters and Playing Time 1. Roster maximum is 10 players per team. The games are played with five (5) players on the field for each team. However, teams must field a minimum of four (4) players at all times. 5 of 26 FLAG FOOTBALL 2. Each player on the roster, regardless of skill or experience, is entitled to a fair share of playing time. It is the coaches responsibility to provide equitable playing time. No player should play three-possesions in a row should you have more than 8-players.
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